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Male Halfling Rogue 30/Cleric (Vandis) 1/Perfect Wight 1, age 43 Here is where we put in stuff about history, appearance, and personality. Talo has green hair and light red eyes. Or is it the other way around?
Talo CR 32 AC 62, touch 37, flat-footed 62 (20% miss chance); Dodge, Epic Dodge, improved uncanny dodge, uncanny dodge hp 386 (32 HD); defensive roll; DR 10/epic Immune fear (from Darkness domain); hold, paralysis, slow (from freedom of movement); transmutation (polymorph, petrification, any attack which alters form), energy drain, ability drain, ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) (from divine rank 0 and do not apply to effects from beings of divine rank 0 or higher); Resist SR 32; evasion, improved evasion, slippery mind, acid 30 (0), cold 30 (0), electricity 30 (0), fire 30 (5), sonic 30 (0) Fort +27, Ref +43, Will +23 Speed land 50 ft. (10 squares), burrow, swim 50 ft. (10 squares), climb 25 ft. (5 squares); freedom of movement Melee Small +14 spiked chain +52/+47/+42 (1d6+14+3/20) Ranged Medium +14 hand crossbow (30 ft.) +52 (1d4+14/19-20) Base Atk +21 (BAB +15); Grp +24 Attack Options Blind-Fight, Blinding Speed, Combat Reflexes, Hold the Line, Improved Unarmed Strike, Stand Still, crippling strike, opportunist, sneak attack +15d6, sneak attack of opportunity Special Attack spells Magic Rating 8 Cleric Spells Prepared (CL 8): 1st comprehend languages, divine favor, obscuring mistD 0 detect magic, light, mending D Domain spell. Domains Darkness (Free Blind-Fight feat) 1stobscuring mist, 2ndblindness/deafness, 3rdblacklight, 4tharmor of darkness, 5thdarkbolt, 6thprying eyes, 7thnightmare, 8thpower word blind, 9thpower word kill Dream (Immune to fear effects.) 1stsleep, 2ndaugury, 3rddeep slumber, 4thphantasmal killer, 5thnightmare, 6thdream sight, 7thgreater scrying, 8thpower word stun, 9thweird.) Abilities Str 16, Dex 42 (30), Con 22, Int 22 (16), Wis 15, Cha 15 Inherent Bonuses Strength +5, Dexterity +5, Constitution +5, Charisma +5, Intelligence +5, Wisdom +5 SQ halfling traits, improved invisibility (Su) 1/day @ CL 20, quasi-deity powers, trap sense +10, trapfinding Feats Armor Proficiency (Light, Medium, Heavy), Blind-Fight, Combat Reflexes, Dodge, Hold the Line, Improved Unarmed Strike, Quick Draw, Shield Proficiency, Stand Still, Weapon Finesse, Weapon Group (Basic, Crossbows, Exotic, Flails & Chains), 3 1/3 Feat Points available. Epic Feats Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Improved Combat Reflexes, Self Concealment (2), Sneak Attack of Opportunity Skills Acrobatics (Balance, Jump, Tumble) +53, Appraise +6, Bluff +2, Climb +40, Concentration +6, Diplomacy (Diplomacy, Gather Information) +2, Disable Device (Disable Device, Open Locks) +51, Disguise +37, Escape Artist +43, Heal +2, Intimidate +2, Knowledge (Religion) +13, Knowledge (The Planes) +13, Linguistics (Decipher Script, Forgery, Speak Language) +6, Perception (Listen, Search, Spot) +39, Ride +16, Sense Motive +2, Sleight of Hand +16, Stealth (Hide, Move Silently) +53, Survival +2, Swim +3, Use Magic Device +37, Use Rope +16 Possessions: Small +14 spiked chain (3,920,000), Medium +14 light hand crossbow (3,920,000), bracers of epic armor +15 (2,250,000), ring of epic protection +10 (2,000,000), amulet of natural armor +10 (2,000,000), shirt of epic resistance +8 (640,000), gloves of dexterity +12 (1,440,000), headband of intellect +6 (36,000), ring of Vandis (superior invisibility and major universal energy resistance (30) and freedom of movement) (660,000), wings of flying (54,000), 3,014,237 gp. Equippable Possessions greater demolition crystal (6,000), greater fiendslayer crystal (10,000), greater truedeath crystal (10,000) Assets manual of bodily health +5 (used) (137,500), manual of gainful exercise +5 (used) (137,500), manual of quickness of action +5 (used) (137,500), tome of clear thought +5 (used) (137,500), tome of leadership and influence +5 (used) (137,500), tome of understanding +5 (used) (137,500). Crippling Strike (Ex): Talo can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Defensive Roll (Ex): Talo can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Talo can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute her defensive roll - if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Talo's evasion ability does not apply to the defensive roll. Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Talo takes no damage with a successful saving throw. Halfling traits
Improved Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Talo takes only half damage on a failed saving throw. Improved Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit of improved invisibility once per day, plus one additional time per day every five levels thereafter (6th, 11th, 16th, and so on). The improved invisibility is as the spell cast by a 20th-level caster. Improved Uncanny Dodge (Ex): Talo cannot be flanked. Another rogue cannot sneak attack him unless that rogue is four or more levels higher than he is. Opportunist (Ex): Once per round, Talo can make an attack of opportunity against another character who has just been struck in melee by another character. Quasi-deity powers Creatures of divine rank 0 are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether. A divine rank of 0 provides the following effects:
Divine rank is a factor in several other effects, but has no visible effect for a quasi-deity:
Sneak Attack: If Talo's opponent is ever denied his Dexterity bonus to AC, or if Talo flanks him, he does an extra 15d6 damage on each attack. Slippery Mind (Ex): If Talo is affected by an enchantment spell or effect and fails his saving throw, he can attempt it one round later at the same DC. Trap Sense (Ex): Talo receives a +10 dodge bonus to AC against attacks by traps and a +6 bonus on Reflex saves to avoid traps. Trapfinding: Talo can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps. Uncanny Dodge (Ex): Talo does not lose his Dexterity bonus to AC when he is flat-footed or fighting an invisible opponent.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn. |